Hey Justin, thanks for your answer !
Yes, i mean "like a node graph" (i assume that what you call node graph is
similar to the node editor or the hypergraph)
The maya nodes i speak of are generic, not maya DG nodes, but my owns (not
created with the API though. Otherwise, the nodeEditor would h
gt;
> https://github.com/drumboy354/MayaNodeInterface
>
> On Sun, 17 May 2015 9:28 PM fruity >
> wrote:
>
>> Hey Justin, thanks for your answer !
>>
>> Yes, i mean "like a node graph" (i assume that what you call node graph
>> is similar to the n
Great, thank you guys for your help !
Didn't have time (yet !) to check the two last links (right now, i'm on
drumboy's version, the first link =), but that looks like a great pack of
examples to start ! Thank you very much =)
Le samedi 16 mai 2015 23:16:41 UTC+2, fruity a éc
Hi there !
i want to do something in maya, but don't know how to proceed : i would
like to create an object, based on a mesh, that triggers a signal when the
mouse is over it (kind of an ':hover' behaviour in css).
I started using a custom locator with an inMesh attribute that 'converts'
the
ke it calculate
everytime. It is triggered only when a re-drawing of the node is required,
but not when the mouse moves.
I am considering the draggerContext object to have this feature, but didn't
try yet.
Hope it'll help someone else =]
Le mercredi 24 février 2016 21:51:40 UTC, frui
after is more real-time and integrated than what I was
> after.
>
> - https://groups.google.com/forum/#!topic/python_inside_maya/Mx7TInTnWHw
>
> On 28 February 2016 at 12:10, fruity >
> wrote:
>
>> Small update, for those who'd have the same problem.
>> I f
egular Qt widget so it's likely you can't gain much control over it
> through PySide. I would expect the API to be your only outlet here, either
> via Python, C# or C++.
>
> On 28 February 2016 at 14:44, fruity >
> wrote:
>
>> ah niiice, i didn't know about
haha it is a very small world ^^ I think i'm talking to someone sitting on
the other half of the planet, and you're just a few meters next to me ^^
Anyway, here's an update : I have been able to avoit Qt, using another
approach. I creat a callback that is run on maya idle and launchs a dgdirty
o
Hello,
I am working on mac OS, and have some issues trying to run Maya from the
command line. At the moment, i don't have any feedback on what's going on
when i run a plugin, as i don't have the output window (Windows), nor the
bash window (Linux). So the idea would be to run Maya from the ter
/Contents/bin"
>
> Then it is always in your PATH:
> $ mayapy
>
>
>> Thank you
>>
>>
>>
>>
>> Le samedi 9 avril 2016 21:48:38 UTC+1, Justin Israel a écrit :
>> > Hi,
>> >
>> >
>> > I'm able to run "mayapy&
e samedi 9 avril 2016 22:51:20 UTC+1, Justin Israel a écrit :
>
>
>
> On Sun, Apr 10, 2016 at 9:35 AM fruity >
> wrote:
>
>> So if i understand correctly, it is the mayapy file which is responsible
>> for registering all maya env variables, like MAYA_SCRIPT_PATH,
c...
Le samedi 9 avril 2016 23:36:19 UTC+1, pierrotb a écrit :
>
> Hi fruity.
>
> As a start you can launch maya from the terminal that is in the Maya2016
> dir ( same level as Maya.app )
> that terminal run an sh
> /Applications/Autodesk/maya2016/Maya.app/Contents/bi
s always the 2016 which is run, now. What
can i do to run the correct maya, i.e. the one from where i run 'maya' ?
thanks for your help =]
Le samedi 9 avril 2016 23:50:05 UTC+1, fruity a écrit :
>
> Hi !
>
> Thanks for your help ! This seems to open a custom shell ("
opt/autodesk/maya2015/bin/maya
>
>
> On 10 April 2016 at 12:16, fruity >
> wrote:
>
>> Small update, in case someone else has the same problem !
>>
>> I finally managed to fix this 'singular matrix' thing... I added to my
>> env variables :
>&
Indeed, thanks for sharing =]
Lots of interesting stuff !
Le lundi 18 avril 2016 14:07:38 UTC+1, Fredrik Averpil a écrit :
>
> Very cool stuff, thanks for sharing!
>
> On Mon, Apr 18, 2016 at 1:15 PM Marcus Ottosson > wrote:
>
>> I can also vouch for Clang on Windows. I also build from Sublime,
My answer is maybe out of topic, but you could also use if or if not, which
makes things easier to read, i think (although it's probably a personal
point of view). I don't know if there is a big difference in python between
!= and is not, i guess they probably call a very similar code under the
Hi there,
I'm prototyping a new deformer in python, and i'm stuck with a super stupid
problem. So essentially, i need to get the dagPath of an object, and to do
that, i have only an outMesh plug connected to my deformer. I have
something that looks like that :
# this is what i get from my d
asMeshTransformed() and
> geometryTransformMatrix() functions of MDataHandle.
>
>
> On Tuesday, August 9, 2016 at 1:00:44 PM UTC+1, fruity wrote:
>>
>>
>>
>> Hi there,
>>
>> I'm prototyping a new deformer in python, and i'm stuck with a
ribute, you can use geometryTransformMatrix() to grab the inclusive
> matrix I think.
>
>
> On Wednesday, 10 August 2016 20:37:29 UTC+1, fruity wrote:
>>
>> I didn't know asMeshTransformed() and geometryTransformMatrix(), nice =]
>> However, same result, i'm af
Hi there !
I'm working on a skin weight IO tool (or similar), and i was wondering what
is the fastest way of reading/writing the datas, mainly between
configParser, json, xml and raw text.
>From my researches, it seems that json is the best take (even better if
ujson can be installed), but that
x27;d have to
handle it if i export my stuff without ?
Le mercredi 5 octobre 2016 10:10:41 UTC+2, fruity a écrit :
>
> Hi there !
>
> I'm working on a skin weight IO tool (or similar), and i was wondering
> what is the fastest way of reading/writing the datas, mainly betwee
actually, the file would be split into 2 parts : the first one would be the
infos that i want the user to be able to modify (a couple of lines), the
second one would be a text of n lines (n being a number of vertices for a
mesh, for instance), that the user will definetly not modify. So you're
, unfortunately. I'm not really informed on alembic
possibilities and what you can or can't do with it, but it's definetly
something i want to investigate, looks super powerful !
thanks for the help !
Le jeudi 13 octobre 2016 14:12:20 UTC+2, Marcus Ottosson a écrit :
>
> Hey @
to see that more in depth later !
Thanks a lot for your help, anyway !
Le jeudi 13 octobre 2016 13:35:36 UTC-7, fruity a écrit :
>
> Hi Marcus !
>
> Thanks for your answer&help ! Well, i'm still working on the optimisation,
> i used json for the readable info (influences,
Hi there,
I'm working on an MPxLocatorNode, and i have to get the value of a plug at
a given time. I can do it, using an MContext, and it works perfectly :
MTime t( 10. );
MDGContext ctx( t );
plug.getValue( oInput, ctx );
However, when i'm doing it in a loop (i.e. with a dynamic time), Maya wi
, suggestion or anything would be more than welcome, i'm really
stuck with that !
Many thanks !
Le dimanche 23 octobre 2016 10:48:16 UTC-7, fruity a écrit :
>
> Hi there,
>
> I'm working on an MPxLocatorNode, and i have to get the value of a plug at
> a given time. I ca
hi,
if you want to do it absolutely in one line, maybe something like
getCentroid = lambda inputs : [sum([a[x] for a in inputs]) /
float(len(inputs)) for x in range(3)] if len(inputs) else None
? Then you can use
getCentroid([[1, 0, 0], [0, 1, 0], [-1, 0, 0]])
for example.
But why doing it i
Hi there,
I'm facing a problem that I never noticed before in python / qt : when I
try to raise an error from a function triggered by a signal, I can't get
the red message in maya. The error is raised in the script editor, but if
the SE is closed, no way to know that an error occured.
To see wh
Hi Chad,
You can do it easily using something like
cmds.colorEditor()
targetWindows = ['mainWindow', 'graphEditor', etc...]
if cmds.colorEditor(q=1, result=1):
rgbCol = cmds.colorEditor(q=1, rgb=1)
uis = cmds.lsUI(windows=1)
for ui in uis:
if any([t in ui for t in targetWin
a6d028ab9943381a781
>
> It is a decorator, which you can add to your slots, in order to report
> exceptions to the Script Editor
>
> Justin
>
> On Fri, Jan 13, 2017 at 8:26 AM fruity >
> wrote:
>
>> Hi there,
>>
>> I'm facing a problem that I nev
mostly successful as
>>> stylesheets do cover lots of things. But if unlucky, you'll be unable to
>>> replicate some things. Like how in 2016+ the channels change color based on
>>> whether there is a key on it or not.
>>>
>>> You could then look i
ll have time to
investigate a bit further and if I find something !
Thanks for the help
Le jeudi 12 janvier 2017 19:35:24 UTC-8, Justin Israel a écrit :
>
>
>
> On Fri, Jan 13, 2017 at 4:12 PM fruity >
> wrote:
>
>> Thanks for the answer Justin !
>> I didn'
turn goes back to the
> start, which Maya can't short circuit, and thus you're in an infinite loop.
>
> Seems like you either need to avoid doing this calculation where you're
> doing it, or set up a system that caches the results.
>
> (Or more likely, you figured thi
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